/**
 * 本方法为出牌跑方法,因为是出牌跑：：所以都是明跑
 * 这里需要调用音效。。。。
 * @param input_uid    谁打的牌
 * @param card_number  打的什么牌
 * @param pao_uid      谁跑的牌
 * @param is_chongpao  是否重跑
 */
function draw_play_chupai_xia_pao( input_uid , card_number , pao_uid , is_chongpao  ){
    xiaopai_name = card_number <= 10 ? 'ss' + card_number : 's' + (card_number-10);
    //需要被小牌移动到覆盖的地方记录
    var fugai_x = 0;var fugai_y = 0;
    //如果下跑者是自己
    if( input_uid == PB_USER_UID ){
        PL_Room_Play.MP_P.setScale(0.2);
        for( var i = 0 ; i <= 3 ; i++ ){
            var temp     = cc.Sprite.create('res/pai/xp/' + xiaopai_name + '.png');
            temp.x       = PL_Room_Play.realy_size.width / 2;
            temp.y       = PL_Room_Play.realy_size.height / 2;
            PL_Room_Play.addChild( temp );
            if( pao_uid == ROOM_WS_XJ ){
                for( var x = 0 ; x < WEI_PAI_XJ.length ; x++ ){
                    if( WEI_PAI_XJ[x].card_number == card_number ){fugai_x = WEI_PAI_XJ[x].x;fugai_y = WEI_PAI_XJ[x].y;PL_Room_Play.removeChild( WEI_PAI_XJ[x] );}
                }
                temp.runAction( cc.MoveTo.create( 0.2 , cc.p(  fugai_x , 42 * i + 200 ) ) );
            }
            if( pao_uid == ROOM_WS_SJ ){
                for( var x = 0 ; x < WEI_PAI_SJ.length ; x++ ){
                    if( WEI_PAI_SJ[x].card_number == card_number ){fugai_x = WEI_PAI_SJ[x].x;fugai_y = WEI_PAI_SJ[x].y;PL_Room_Play.removeChild( WEI_PAI_SJ[x] );}
                }
                temp.runAction( cc.MoveTo.create( 0.2 , cc.p(  fugai_x , PL_Room_Play.realy_size.height - 200 -  45 * i ) ) );
            }
            if( pao_uid == ROOM_WS_DM ){
                for( var x = 0 ; x < WEI_PAI_DM.length ; x++ ){
                    if( WEI_PAI_DM[x].card_number == card_number ){fugai_x = WEI_PAI_DM[x].x;fugai_y = WEI_PAI_DM[x].y;PL_Room_Play.removeChild( WEI_PAI_DM[x] );}
                }
                temp.runAction( cc.MoveTo.create( 0.2 , cc.p(  fugai_x , PL_Room_Play.realy_size.height - 200 -  45*i ) ) );
            }
            MISCE.push( temp );//添加杂项
        }
    }else{
        //如果被下跑的人是自己
        if( pao_uid == PB_USER_UID ){
            //遍历已经畏过的牌；如果牌号 = 下跑的牌号；则全部移除
            for( var i = 0 ; i < WEI_PAI_ZJ.length ; i++ ){
                if( WEI_PAI_ZJ[i].card_number == card_number ){
                    fugai_x = WEI_PAI_ZJ[i].x;fugai_y = WEI_PAI_ZJ[i].y;
                    PL_Room_Play.removeChild( WEI_PAI_ZJ[i] );
                }
            }
            for( var i = 0 ; i <= 3 ; i++ ){
                var temp     = cc.Sprite.create('res/pai/xp/' + xiaopai_name + '.png');
                temp.x       = PL_Room_Play.realy_size.width / 2;
                temp.y       = PL_Room_Play.realy_size.height / 2;
                PL_Room_Play.addChild( temp );
                temp.runAction( cc.MoveTo.create( 0.1 , cc.p(  fugai_x , 42*(i) - 500 + LB_XP_HEIGHT ) ) );
                MISCE.push( temp );//添加杂项
            }
            //理牌
            draw_play_paireset();
        }
        //如果被下跑的人是上家
        if( pao_uid == ROOM_WS_SJ ){
            //遍历已经畏过的牌；如果牌号 = 下跑的牌号；则全部移除
            for( var i = 0 ; i < WEI_PAI_SJ.length ; i++ ){
                if( WEI_PAI_SJ[i].card_number == card_number ){
                    fugai_x = WEI_PAI_SJ[i].x;fugai_y = WEI_PAI_SJ[i].y;
                    PL_Room_Play.removeChild( WEI_PAI_SJ[i] );
                }
            }
            //移动3张背景牌 + 1张号码牌
            for( var i = 0 ; i <= 3 ; i++ ){
                var temp     = cc.Sprite.create('res/pai/xp/' + xiaopai_name + '.png');
                temp.x       = 400;temp.y       = PL_Room_Play.realy_size.height - 400;
                PL_Room_Play.addChild( temp );
                temp.runAction( cc.MoveTo.create( 0.2 , cc.p(  fugai_x , PL_Room_Play.realy_size.height - TOP_LEFT_XP_HEIGHT -  45 * i ) ) );
                MISCE.push( temp );//添加杂项
            }
        }
        //如果被下跑的人是对门
        if(  pao_uid == ROOM_WS_DM ){
            //遍历已经畏过的牌；如果牌号 = 下跑的牌号；则全部移除
            for( var i = 0 ; i < WEI_PAI_DM.length ; i++ ){
                if( WEI_PAI_DM[i].card_number == card_number ){
                    fugai_x = WEI_PAI_DM[i].x;fugai_y = WEI_PAI_DM[i].y;
                    PL_Room_Play.removeChild( WEI_PAI_DM[i] );
                }
            }
            //移动3张背景牌 + 1张号码牌
            for( var i = 0 ; i <= 3 ; i++ ){
                var temp     = cc.Sprite.create('res/pai/xp/' + xiaopai_name + '.png');
                temp.x       = PL_Room_Play.realy_size.width - 400;temp.y       = PL_Room_Play.realy_size.height - 400;
                PL_Room_Play.addChild( temp );
                temp.runAction( cc.MoveTo.create( 0.2 , cc.p(  fugai_x , PL_Room_Play.realy_size.height - TOP_LEFT_XP_HEIGHT -  45*i ) ) );
                MISCE.push( temp );//添加杂项
            }
        }
    }
    //移除被打出来的小牌
    for( var i = 0 ; i < GAME_OUT_PAI.length ; i++ ){PL_Room_Play.removeChild( GAME_OUT_PAI[i] );}
    //进行trip操作
    show_tripAND_sound( 'pao' , pao_uid , is_chongpao );
}